TL;DR: Add an experimental FSR Ray Regeneration backend on Windows, run the K

network natively on HIP with Vulkan->HIP shared memory, extend K kernels to
gfx11 (RDNA3), and add dependency/packaging/test tooling around them.

Windows: FSR RR backend, native HIP K runner, gfx11 K kernels, tooling

FSR Ray Regeneration (experimental)
- Add fsr_rr_backend.{h,cpp}, fsr_rr_passes.h and the fsr_rr/ prepare and
  compose compute shaders. They run AMD's FidelityFX denoiser
  (amd_fidelityfx_denoiser_dx12.dll, SDK 2.3, not bundled) on a private
  vkd3d-proton device.
- Add the amdxc64 shim (tools/windows/amdxc64_shim) and two vkd3d-proton
  patches for libcxx includes. AMD's amdxc64.dll is never loaded.
- d4r_nvngx_windows: RrFeature now selects between the native DLSS RR
  backend and the FSR backend (D4R_RR_BACKEND=fsr). After the denoiser it
  runs an internal Super Sampling stage (feature 1) to upscale. If SR is
  unavailable and output != render size, the frame fails; it is never
  returned noisy.
- d4r.ini / player_config: new [RayReconstruction] FsrDenoiser,
  FsrStabilityBias (auto or >= 0) and FsrDetail (0-1), with validation, and
  matching D4R_FSR_* environment variables.
- Add the FSR RR fixture, output-check and ngx test scripts, and a shader
  compile script.

Native HIP K runner (Windows)
- CMake: add d4r_engine_k_hip (d4r-k-hip) plus separate volk/engine copies,
  because VK_USE_PLATFORM_WIN32_KHR changes volk's entry points.
- Share Vulkan memory with HIP via Win32 opaque handles on Windows
  (VK_KHR_external_memory_win32) and via fds on Linux. Handle types are now
  intptr_t, and the platform choice is in D4R_EXT_MEMORY_* macros.
- HipNetwork: add debugRepeatHashes and debugNodeMicros, exposed as
  D4R_HIP_REPEAT_CHECK, D4R_HIP_REPEAT_ALL and D4R_HIP_NODE_PROFILE in
  replay.cpp.
- replay.cpp: display-resolution-motion frames (FrameFlagDisplayMotion) no
  longer require near2rnd == out2rnd. Both values must still be in (0, 1].

K kernels on gfx11
- Allow position-token and enc1 tiling on __GFX11__ as well as gfx12.
- Add an opt-in ds_bpermute cross-half exchange
  (D4R_WINDOWS_GFX11_DS_EXCHANGE, enabled for K on Windows gfx11). M keeps
  its LDS path.
- Fix a block-barrier race in the position layer. Without POS_VSHARE a fast
  wave could overwrite its hb rows while a slower wave still read them for a
  later head, giving rare wrong results on gfx1101 (enc0 outputs differing
  between identical launches).

Packaging and install
- install.bat, d4r.ini, WINDOWS_README: FSR option, and
  install_dependencies.py to install pinned NVIDIA dependencies with staged,
  hash-verified replacement and rollback.
- Update the release package, local package refresh and test scripts.
- Add the InteropBatchInputCopies option (default false). Batching is faster
  on some synthetic runs, but player temporal exactness is unresolved.

Tooling and tests
- K model: capture_k_weights, build_k_model, compare_k_outputs,
  benchmark_k_hip, build_capture_runtime, test_k_model and the
  zluda-k-output-capture patch. Captured weights and models are private
  local assets and must not enter release archives.
- Synthetic probes: test_m_ngx, test_sr_dynamic,
  prepare_rr_dynamic_fixture and the d3d12/rr_ngx probe updates.
- Add tests/windows/test_install_dependencies.py.

Docs
- Update the windows-fsr-rr, k-performance, local-package, rr-interop and
  rr-model-cache docs. Add windows-parity-handoff.md and
  windows-parity-continuation-prompt.md.
This commit is contained in:
ayo committed 2026-10-17 01:43:06 -04:00
1 parent 247fe1092d
commit a617c818de
62 files changed
+5894 -89

No files matched your search

+129
View File
@@ -0,0 +1,129 @@
"""Validate Windows SR preset M on synthetic D3D12 resources, never a game.
Tests packaged native M layers, a translated-PTX control on the same GPU, and
an identical native repeat. Finite/nonuniform output, actual layer selection,
and exact full-frame comparisons are separate gates. This is not NVIDIA
hardware/reference-quality validation or a standalone M engine test.
"""
import argparse
import hashlib
import json
import os
from pathlib import Path
import re
import shutil
import subprocess
import sys
repo = Path(__file__).resolve().parents[2]
sys.path.insert(0, str(repo / '.tools/python/vendor'))
import numpy as np
LAYERS = ('rrlite_enc1_4x4', 'rrlite_enc2_4x4', 'rrlite_enc3_tube_4x4', 'rrlite_dec2_4x4', 'rrlite_dec1_4x4')
def sha(path):
return hashlib.sha256(Path(path).read_bytes()).hexdigest()
def main():
parser = argparse.ArgumentParser(description=__doc__)
for name in ('probe', 'shim', 'runtime', 'core', 'dlss', 'output'):
parser.add_argument('--' + name, required=True, type=lambda s: Path(s).resolve())
parser.add_argument('--resolution', default='512x288')
parser.add_argument('--frames', type=int, default=8)
parser.add_argument('--timeout', type=int, default=300)
parser.add_argument('--native-objects', type=lambda s: Path(s).resolve(), help='overlay all five candidate M objects in the staged player only')
args = parser.parse_args()
if not args.output.is_relative_to((repo / 'build').resolve()):
parser.error('output must stay under ignored build/')
if not re.fullmatch(r'[1-9][0-9]*x[1-9][0-9]*', args.resolution) or not 4 <= args.frames <= 32:
parser.error('resolution must be WIDTHxHEIGHT; frames must be 4..32')
ow, oh = map(int, args.resolution.split('x'))
args.output.mkdir(parents=True, exist_ok=False)
player = args.output / 'player'
shutil.copytree(args.runtime, player)
module = player / 'd4r_nvngx.dll'
shutil.copy2(args.shim, module)
for source, relative in ((args.core, 'ngx/_nvngx.dll'), (args.dlss, 'dlss/nvngx_dlss.dll')):
target = player / relative
target.parent.mkdir(parents=True, exist_ok=True)
shutil.copy2(source, target)
config = (repo / 'packaging/windows/d4r.ini').read_text()
config, replaced = re.subn(r'^Model\s*=\s*K\s*$', 'Model = M', config, count=1, flags=re.M)
if replaced != 1:
raise RuntimeError('expected the default Model = K setting')
(player / 'd4r.ini').write_text(config)
native = player / 'native/gfx1101'
if args.native_objects:
for name in LAYERS:
shutil.copy2(args.native_objects / (name + '.hsaco'), native / (name + '.hsaco'))
manifest_path = native / 'd4r-kernels.txt'
manifest = manifest_path.read_text()
control_manifest = ''.join(line for line in manifest.splitlines(keepends=True)
if not any(line.startswith(name + ' ') for name in LAYERS))
env = {k: v for k, v in os.environ.items() if not k.startswith(('D4R_', 'ZLUDA_'))}
nvapi = player / 'nvapi/gfx1101/nvapi64.dll'
if not nvapi.is_file():
nvapi = player / 'nvapi/nvapi64.dll'
report = {'passed': False, 'synthetic': True, 'gameAccessed': False, 'qualityReference': False,
'preset': 13, 'model': 'M', 'quality': 'Performance', 'createFlags': 11,
'render': [ow // 2, oh // 2], 'output': [ow, oh], 'frames': args.frames,
'nativeFp8': False, 'comparison': 'same-RDNA3 translated PTX and native repeat',
'artifacts': {str(p): sha(p) for p in (args.probe, args.shim, args.core, args.dlss)},
'nativeObjects': {name: sha(native / (name + '.hsaco')) for name in LAYERS}, 'runs': []}
reference_hashes = None
try:
for label in ('native', 'translated', 'native-repeat'):
folder = args.output / label
folder.mkdir()
manifest_path.write_text(control_manifest if label == 'translated' else manifest)
child_env = dict(env, D4R_DIAG_DIR=str(folder))
command = [str(args.probe), '--module', str(module), '--hip-root', str(player / 'hip'),
'--cuda-dll', str(player / 'zluda/nvcuda.dll'), '--nvapi-dll', str(nvapi),
'--ngx-core', str(args.core), '--dlss-dll', str(args.dlss), '--ngx-abi', 'project',
'--interop-mode', 'command-list', '--player-mode', '1', '--preset', '13',
'--ngx-quality', '0', '--ngx-create-flags', '11', '--ngx-output-resolution', args.resolution,
'--ngx-input-resolution', f'{ow // 2}x{oh // 2}', '--iterations', str(args.frames)]
with (folder / 'stdout.log').open('wb') as out, (folder / 'stderr.log').open('wb') as err:
result = subprocess.run(command, env=child_env, stdout=out, stderr=err, timeout=args.timeout)
text = (folder / 'stdout.log').read_text(errors='replace')
logs = (folder / 'stderr.log').read_text(errors='replace')
player_log = player / 'd4r_nvngx.log'
if player_log.exists():
shutil.copy2(player_log, folder / 'player.log')
logs += player_log.read_text(errors='replace')
hashes = {p.name: sha(p) for p in sorted(folder.glob('output-*.rgba16f'))}
selected = {name: bool(re.search(r'\[d4r-native\] "' + re.escape(name) + r'" ->', logs)) for name in LAYERS}
row = {'label': label, 'exitCode': result.returncode, 'outputHashes': hashes,
'nativeLayersLoaded': selected, 'finiteFrames': len(re.findall(r'D3D12_OUTPUT preset=13 frame=\d+ finite=1 ', text)),
'playerSelectedM': 'model=M native_fp8=0' in logs,
'performanceSelected': 'D3D12_NGX_QUALITY value=0' in text}
row['executionPassed'] = (result.returncode == 0 and 'PASS D3D12_DLSS' in text
and len(hashes) == args.frames and row['finiteFrames'] == args.frames
and row['playerSelectedM'] and row['performanceSelected'])
row['selectionPassed'] = not any(selected.values()) if label == 'translated' else all(selected.values())
if reference_hashes is None:
reference_hashes = hashes
row['exactNativeControl'] = hashes == reference_hashes and len(hashes) == args.frames
row['differences'] = []
for name in hashes:
if hashes[name] != reference_hashes.get(name):
actual = np.fromfile(folder / name, '<f2').astype('f4')
baseline = np.fromfile(args.output / 'native' / name, '<f2').astype('f4')
row['differences'].append({'frame': name, 'components': int(np.count_nonzero(actual != baseline)),
'maxAbs': float(np.max(np.abs(actual - baseline)))})
report['runs'].append(row)
(args.output / 'summary.json').write_text(json.dumps(report, indent=2) + '\n')
print(f'{label}: execution={row["executionPassed"]} selection={row["selectionPassed"]} exact={row["exactNativeControl"]} frames={row["finiteFrames"]}', flush=True)
if not row['executionPassed']:
break
report['passed'] = len(report['runs']) == 3 and all(r['executionPassed'] and r['selectionPassed'] and r['exactNativeControl'] for r in report['runs'])
finally:
manifest_path.write_text(manifest)
(args.output / 'summary.json').write_text(json.dumps(report, indent=2) + '\n')
return 0 if report['passed'] else 1
if __name__ == '__main__':
raise SystemExit(main())